#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ CRYLINK,
-/* function */ w_crylink,
-/* ammotype */ IT_CELLS,
+/* function */ W_Crylink,
+/* ammotype */ ammo_cells,
/* impulse */ 6,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "crylink",
-/* shortname */ "crylink",
-/* fullname */ _("Crylink")
+/* color */ '1 0.5 1',
+/* modelname */ "crylink",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshaircrylink 0.4",
+/* refname */ "crylink",
+/* wepname */ _("Crylink")
);
-#else
+
+#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
+#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, shots) \
+ w_cvar(id, sn, BOTH, bounces) \
+ w_cvar(id, sn, BOTH, bouncedamagefactor) \
+ w_cvar(id, sn, BOTH, middle_lifetime) \
+ w_cvar(id, sn, BOTH, middle_fadetime) \
+ w_cvar(id, sn, BOTH, other_lifetime) \
+ w_cvar(id, sn, BOTH, other_fadetime) \
+ w_cvar(id, sn, BOTH, linkexplode) \
+ w_cvar(id, sn, BOTH, joindelay) \
+ w_cvar(id, sn, BOTH, joinspread) \
+ w_cvar(id, sn, BOTH, joinexplode) \
+ w_cvar(id, sn, BOTH, joinexplode_damage) \
+ w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
+ w_cvar(id, sn, BOTH, joinexplode_radius) \
+ w_cvar(id, sn, BOTH, joinexplode_force) \
+ w_cvar(id, sn, SEC, spreadtype) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+
#ifdef SVQC
+CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gravity;
.float crylink_waitrelease;
.entity crylink_lastgroup;
.entity queuenext;
.entity queueprev;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
void W_Crylink_CheckLinks(entity e)
{
if(e == e.realowner.crylink_lastgroup)
e.realowner.crylink_lastgroup = world;
-
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
- else
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
+
+ float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
+
+ RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
W_Crylink_LinkExplode(e.queuenext, e2);
// stored in w_crylink_linkjoin_time.
// could possibly network this origin and time, and display a special particle
// effect when projectiles meet there :P
-// jspeed: MINIMUM jing speed
-// jtime: MAXIMUM jing time (0: none)
+// jspeed: joining speed (calculate this as join spread * initial speed)
float w_crylink_linkjoin_time;
-vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
+vector W_Crylink_LinkJoin(entity e, float jspeed)
{
vector avg_origin, avg_velocity;
vector targ_origin;
if(avg_dist == 0)
return avg_origin; // no change needed
- if(jspeed == 0 && jtime == 0)
+ if(jspeed == 0)
{
e.velocity = avg_velocity;
UpdateCSQCProjectile(e);
}
else
{
- if(jtime)
- {
- if(jspeed)
- w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
- else
- w_crylink_linkjoin_time = jtime;
- }
- else
- w_crylink_linkjoin_time = avg_dist / jspeed;
+ w_crylink_linkjoin_time = avg_dist / jspeed;
targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
}
if(n >= 2)
{
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
+ float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
+
+ if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
{
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_secondary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner, world,
- autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
- }
- else
- {
- if(autocvar_g_balance_crylink_primary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_primary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
- autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner, world,
- autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
+ n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
+ RadiusDamage(
+ e,
+ e.realowner,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
+ e.realowner,
+ world,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
+ e.projectiledeathtype,
+ other
+ );
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
}
}
{
if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
{
- if(IsDifferentTeam(head, projectile.realowner))
- ++hit_enemy;
- else
+ if(SAME_TEAM(head, projectile.realowner))
++hit_friendly;
+ else
+ ++hit_enemy;
}
head = head.chain;
{
float finalhit;
float f;
+ float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
PROJECTILE_TOUCH;
float a;
if(finalhit)
f = 1;
else
- f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
+ f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
if(a)
f *= a;
- float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other);
-
- if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- remove (self);
- return;
- }
- else if(finalhit)
- {
- // just unlink
- W_Crylink_Dequeue(self);
- remove(self);
- return;
- }
- self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
-}
-
-void W_Crylink_Touch2 (void)
-{
- float finalhit;
- float f;
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
- if(a)
- f *= a;
-
- float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other);
+ float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
- if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius))))
+ if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
{
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
- maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
- if(autocvar_g_balance_crylink_primary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
+ maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
+ maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
+ if(WEP_CVAR_PRI(crylink, joinexplode))
+ maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
- shots = autocvar_g_balance_crylink_primary_shots;
+ shots = WEP_CVAR_PRI(crylink, shots);
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
+ proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
+ s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
+ W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == 0)
{
- proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
+ proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
+ proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
}
else
{
- proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
+ proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
+ proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
}
- proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_primary_bounces;
+ proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
+ proj.cnt = WEP_CVAR_PRI(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
//proj.glow_size = 20;
proj.flags = FL_PROJECTILE;
- proj.missile_flags = MIF_SPLASH;
+ proj.missile_flags = MIF_SPLASH;
CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
- if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
+ if(WEP_CVAR_PRI(crylink, joinspread) != 0)
{
self.crylink_lastgroup = proj;
W_Crylink_CheckLinks(proj);
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
- maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
+ maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
+ maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
+ if(WEP_CVAR_SEC(crylink, joinexplode))
+ maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
- shots = autocvar_g_balance_crylink_secondary_shots;
+ shots = WEP_CVAR_SEC(crylink, shots);
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
+ proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- if(autocvar_g_balance_crylink_secondary_spreadtype == 1)
+ if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
{
s = '0 0 0';
if (counter == 0)
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor;
+ s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
s = w_shotdir + right * s_y + up * s_z;
}
else
{
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor);
+ s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
}
- W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
- proj.touch = W_Crylink_Touch2;
+ W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
+ proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
{
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
+ proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
+ proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
}
else
{
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
+ proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
+ proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
}
- proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
+ proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
+ proj.cnt = WEP_CVAR_SEC(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
- if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
+ if(WEP_CVAR_SEC(crylink, joinspread) != 0)
{
self.crylink_lastgroup = proj;
W_Crylink_CheckLinks(proj);
}
}
-void spawnfunc_weapon_crylink (void)
-{
- weapon_defaultspawnfunc(WEP_CRYLINK);
-}
-
-float w_crylink(float req)
+float W_Crylink(float req)
{
float ammo_amount;
switch(req)
case WR_AIM:
{
if (random() < 0.10)
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
else
- self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
return TRUE;
}
case WR_THINK:
{
- if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
+ if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
if (self.BUTTON_ATCK)
{
if (self.crylink_waitrelease != 1)
- if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
}
}
if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
if (self.crylink_waitrelease != 2)
- if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
{
vector pos;
entity linkjoineffect;
-
- if(self.crylink_waitrelease == 1)
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
-
- }
- else
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
- }
+ float isprimary = (self.crylink_waitrelease == 1);
+
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
linkjoineffect = spawn();
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
setorigin(linkjoineffect, pos);
}
self.crylink_waitrelease = 0;
- if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!W_Crylink(WR_CHECKAMMO1) && !W_Crylink(WR_CHECKAMMO2))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// ran out of ammo!
self.cnt = WEP_CRYLINK;
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_model ("models/weapons/g_crylink.md3");
precache_model ("models/weapons/v_crylink.md3");
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
- return TRUE;
- }
- case WR_SETUP:
- {
- weapon_setup(WEP_CRYLINK);
- self.current_ammo = ammo_cells;
+ CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
+ ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
+ ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
+ case WR_CONFIG:
+ {
+ CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RELOAD:
{
- W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-float w_crylink(float req)
+float W_Crylink(float req)
{
switch(req)
{
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/crylink_impact2.wav");
precache_sound("weapons/crylink_impact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
return TRUE;
}